private void RenderOrientation(IMapChunk chunk, OrientationSubBaker subBaker)
        {
            OrientationMesh.Clear();

            OrientationMesh.transform.SetParent(chunk.transform, false);

            foreach (var cell in chunk.CenteredCells)
            {
                OrientationTriangulator.TriangulateOrientation(cell, OrientationMesh);
            }

            foreach (var cell in chunk.OverlappingCells)
            {
                OrientationTriangulator.TriangulateOrientation(cell, OrientationMesh);
            }

            OrientationMesh.Apply();

            subBaker.PerformBakePass(chunk, CameraClearFlags.SolidColor, OrientationCullingMask);
        }
        private void RenderWeights(IMapChunk chunk, OrientationSubBaker subBaker)
        {
            WeightsMesh.Clear();

            WeightsMesh.transform.SetParent(chunk.transform, false);

            foreach (var cell in chunk.CenteredCells)
            {
                WeightsTriangulator.TriangulateCellWeights(cell, WeightsMesh);
            }

            foreach (var cell in chunk.OverlappingCells)
            {
                WeightsTriangulator.TriangulateCellWeights(cell, WeightsMesh);
            }

            WeightsMesh.Apply();

            subBaker.PerformBakePass(chunk, CameraClearFlags.SolidColor, NormalWeightsCullingMask);
            subBaker.PerformBakePass(chunk, CameraClearFlags.Nothing, RiverWeightsCullingMask, RenderConfig.RiverWeightShader, "RenderType");
        }
 private void RenderDuck(IMapChunk chunk, OrientationSubBaker subBaker)
 {
     subBaker.PerformBakePass(chunk, CameraClearFlags.SolidColor, RiverDuckCullingMask);
 }